Tournament Solomods Premier League III Commencement

W5 Touhoumons gaming


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Spammernoob vs ChrisPBacon
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I told Chris in tests that I thought Glare Kanako was super broken, so I was expecting something to blank it, maybe DD Levitate Iku or Soga. To combat this, I... loaded another team with Glare Kanako. My team is a balance team with Keine "breaker" + Rumia support, Kanako (SR), Iku (Spin), Eirin and Takane. Chris has a BO with Kanako (SR), Soga, Mokou, Sukuna, Iku, and Yukari. For my team, I have Glare + Hurricane Kanako, Spin + STABs + Recover Iku, and Metal Coat Keine. Red Card Takane is a troll set I made to scam Sukuna out of their item, but can be used to phase a setup sweeper in a pinch. Rumia is standard scarf, and Eirin is defensive Toxic (Max Def, +SpDef nature). For Chris, I expect one of Mokou or Yukari to be Scarf here, and likely CM Soga to take full advantage of Kanako. Wood Hammer Kanako looks nice here for Chris to cleanly deal with Suwako,

In terms of hazards, both are Kanako SR + Iku removal. I expect Kanakos to trade SR early, and Iku removes at some point if given a chance. Both teams are not super weak to SR, so kinda fine with them sitting there for a while. For Chris, Mokou looks very potent, as I need to preserve Iku + Fighting resist to not explode to her lategame. Sukuna is annoying, esp. if Ice coverage for Kanako, so I rely on Takane for her. Iku is handled by Eirin, though it is difficult for Eirin to do much into Sukuna which is a problem. I don't actually have a good answer for Yukari other than Rumia or pray, so that might be a problem. For me, Keine looks nice to click Tachyon or EP once Soga is pursuited by Rumia. Other than that, I rely on Kanako to make progress, as once Soga is gone, Hurricane + EQ should have solid MU into remaining team if Iku is not Levitate.

For leads, Kanako is not bad for either player. I notably rely on my Kanako to beat other Kanakos, so Chris has a very easy Kanako lead. However, I also slightly fear Levitate Iku or Soga lead, so I decide to lead Eirin, as I have a safe Kanako switch even if I guess wrong, at the cost of momentum.

Chris leads Kanako as I lead Eirin. I know that EQ is not coming out when I have an easy Kanako switch, so I click Toxic as Chris reveals Glare. Knock feels risky here, so I take the Kanako oswitch as Chris sets SR. I click SR as Chris Glares again, but get full para'd so I have to set SR on the next turn as Chris takes a free switch into Soga. I expect Chris to predict Rumia and Volt, so I stay in with Kanako to Hurricane but get full para'd again. In hindsight this was kind of a bad play, as I am pretty sure Soga was CM and no Volt, so Glare was better (not that it mattered). I want to preserve HP on Kanako for Mokou endgame, so I pivot Takane on Ice Hammer, phasing Sukuna out into Yukari and stealing the AV. Yukari was probably the worst pull here, as Takane probably takes less damage from anyone else and slow U--turns for momentum. Yukari does 48 with Dark Pulse, revealing Specs, as U-turn only does 26 (4x btw), and I send in Rumia. Chris later said that Yukari is Bug Buzz, which would have killed and denied a sac but let in something like Keine. Instead, I bring in Rumia, who brings Yukari to 10 with Knock and takes 30 in return. Chris preserves the sac, going Sukuna on another Knock, and I sac my Takane to Prough to bring in Keine. I have a feeling Sukuna is not Sacred Sword, so I click EP as Chris sacs Yukari to SR to bring in Soga.

Here I troll with Keine by not clicking Volt Switch. I'm pretty sure Keine can tank 1 hit + Volt into Rumia, which is winning here. Instead I hard Iku as Chris clicks Shadow Ball. I'm pretty sure my best sequence is Recover spam to full, trade 1 Rev Dance for Shadow Ball / Tbolt, then hard Rumia, but instead I troll and trade down my whole Iku for Soga, which is really bad since now I have basically a dead mon in Rumia in the back, and my Iku can no longer stop Mokou Flare Blitz spam. I send in Kanako after, and click Hurricane as Chris sends in Kanako, but get full para'd. I Hurricane again as Chris sends in Iku, but get full para'd. I trade 50% of my Kanako to break Iku's Multiscale with EQ, to set up for Keine. Realistically, if I didn't get full para'd there, Iku dies and I'm up on sacs which would be nice (but Chris would get a Sukuna switchin, which is not nice). Chris sends in Kanako as I EQ again, and I know Wood Hammer is coming out so I aggressively switch in Keine. If I got this turn wrong, I probably insta-lose, but now Keine collects a kill on Kanako with Tachyon and transforms. Chris sends in Mokou, who is obviously Scarf, to revenge.

To be honest, I should have calced here, as Flare Blitz is a roll in my favor so I should expect CC and go Kanako. Instead, I sac my Rumia to go Kanako and take the Iku sac, as Chris brings in Sukuna. I know Ice Hammer is coming, so I go Keine and luckily dodge. I then forget Dynamax exists and EP into Sukuna for 30 and explode. Sukuna cleans up the rest of my team sadly. If I instead Volted there, I sac either Kanako or Eirin, Keine forces a kill with EP, and I pray I don't get full para'd with the remaining of Kanako / Eirin (ngl I would've gotten full para'd and lost).

To be honest, I kinda threw that w/ Iku toss + not volting with Keine, but I also got tilted by full paras on Kanako. Really I should've been more willing to toss Rumia into Soga early, given that she does nothing else, and I needed Iku for Mokou lategame. Also, not calcing T23 is hyper troll, but I was probably hyper tilted from full paras. Para is and always will be broken. Spam Glare until it's deleted. o7

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cityscapes vs QT
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QT has a very aggressive Cirno team with Youmu for Snow, Suwako (SR), Iku (Spin), Seiga, and Marisa. cityscapes has a much bulkier team with Suwako (SR), Lily (Defog), Youmu, Sukuna, Flandre, and Eirin. Youmu feels like one of those mons that lets you get away with no Scarfer, so I don't really expect scarf on either team (esp. not QT's since Cirno is also there). I am really curious what Seiga set is, as that mon has a lot of nice utility moves. Note: I saw this game live, and I tested with cityscapes beforehand, so I have an idea of some sets, and also know the war crime strat Eirin is about to pull.

For hazards, both sides have Suwako SR, which means they probably trade SR. Lily Defogs on Suwako very freely, but it is actually in cityscapes' favor to leave SR on both sides rather than remove them. We might see QT play into this, as Iku doesn't remove consistently vs. Suwako, but can goo Suwako to trade SR and invite city to Defog (if Iku is Levitate then its gaming though). QT needs to break fast as their team is very frail, which is hampered by the fact that Eirin probably walls half the team and Sukuna also checks Cirno. Marisa looks like it gets a kill every time it comes in, but Youmu can immediately threaten her out (with no good answer from QT) so I think cityscapes should be favored. Interestingly, no one likes running slow pivots for Cirno other than Suwako, so I will pray she hits the field more than twice this game.

For leads, QT wants to deny Suwako SR so Cirno, Marisa, Youmu leads would not be terrible. Marisa probably gets a kill vs most of cityscapes lead choices, so Youmu > Suwako > rest for leads I think. If both lead Youmu, I wonder what the line is... I think cityscapes needs Youmu more than QT, so QT can probably aggressively fish speed tie w/ Chilly.

QT leads Suwako as city leads Youmu. city U-turns into Lily immediately on SR, revealing Grassy Surge. 41 from U-turn feels like CB damage, though I'm too lazy to calc. Lily immediately Defogs, deleting terrain + SR as QT goes hard Marisa. I feel like this could have been risky, as Marisa wants HP to dump with Double Edge and Leaf Storm in terrain would have done a lot. I don't think removing SR is a major priority for city, though maybe they disagree. city is forced into Suwako as Marisa U-turns into Suwako. city switches Lily in again on SR, and Defogs them off as Suwako slow U-turns into Cirno. This is very surprising that cityscapes is prioritizing removing SR over getting immediate damage with Lily, as nothing really switches in well to Leaf Storm in terrain (except Iku, but breaking Multiscale is nice). This gives QT a free switch into Cirno, who threatens some good damage. I feel like Marisa pushes more immediate progress, as Sukuna and Eirin can both check Cirno, but it requires some prediction whereas Cirno is guaranteed (kinda, need to hit Blizzard). cityscapes opts for an aggressive Flandre, fishing for miss, as Cirno Blizzards for 65, and is scared out by potential Scarf. Flandre Searing Shots into Iku for 46 + burn. Burn is really unfortunate if this is Multiscale, though no way of knowing for now. Leaning towards Levitate given team's weakness into EQ, and revealed Leftovers. city switches to Sukuna to not waste Searing Shot pp, as Iku Recovers to full. QT then sacs Iku to deal 44 to Sukuna with Fiery Dance, and brings in Marisa.

Honestly, this feels like an issue for QT. Their whole team is so frail that it's extremely difficult to switch into anything so the moment Suwako took chip, it no longer handled Sukuna and QT is forced to sac. To play around this QT needs to aggro and get kills early, but now they are down on sacs which is very dire. Even if Marisa claims 1 here, Youmu or Flandre come in after to revenge something, and it's difficult to regain an advantage.

QT opts to throw a Flare Blitz as cityscapes goes Suwako, saving the Dynamax. QT goes Suwako as city's Suwako Scalds, and sets SR as city U-turns to Lily. cityscapes pulls the trigger on Leaf Storm, sniping Suwako and going up 6-4. QT decides to go Cirno, though imo now is not the time and they need to commit Marisa since they are behind. city goes Eirin to tank a Blizzard and manages to dodge, forcing Cirno out to Seiga as Eirin uses Idef. city decides to go Youmu to save Eirin HP for Cirno, as Seiga clicks NP. This was a nice switch to deny Seiga from making too much progress, and possibly also a Trick scout. cityscapes U-turns into Flandre to sac her, bringing Seiga down to sash, then U-turns again to finish Seiga off. It's a bit odd that Flandre was sac'd here instead of Lily, who seems like dead weight, since Scarf Flandre can still probably trade with someone, maybe win, but it' not important since cityscapes is so far ahead. QT's remaining are Youmu, Cirno, Marisa. cityscapes can afford to sac 1 if they are able to force 1:1 trades 3 times. I can't really come up with the line, but its OK... there was def a line with Scarf Flandre, but w/ever...

cityscapes goes Sukuna and forces Marisa in from QT. Marisa uses Flare Blitz as cityscapes switches in Suwako, and fires off a Scald for 55 into Cirno. Cirno misses a Blizzard as Suwako clicks SR in a sac attempt. Cirno kills with second Blizzard, and Eirin comes in to Idef. Blizzards are missed, Eirin sets up to +2/+2 and 1v1s Cirno and Youmu. Marisa breaks Eirin with crit Flare Blitz but runs out of HP and dies killing Youmu.

I kinda trolled not realizing Marisa Scarf, as no U-turn on T11 kind of telegraphed it. I think what this game shows is that Blizzard w/o Snow really sucks (70% accuracy moment) and Cirno really wants slow pivot support. imo Cirno teams should have 2 of: (Eject Button, Suwako, Teleport Lily, Flip Turn Iku [Levitate]). I think Marisa being Scarf kinda didn't work out here since Youmu + Suwako trolled it, but maybe if Double Edge was aggressively clicked to snipe Suwako early then QT could have won.

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DripLegend vs fififlutters
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fifi has a standard looking team with Suwako (SR), Chimata, Flandre, Iku, Sukuna, Youmu. Drip has a Sun offense team with Cirno-Tanned, Tenshi (SR), Chimata (Defog), Rumia, Clownpiece, and Junko. I'm not really sure if fifi using standard Physdef Defog Chimata, but it feels likely to improve Sukuna MU here. I'd expect something like Scarf Flandre + SD Youmu, standard Multi Iku + Sukuna from fifi. For Drip, Cirno, Tenshi, Clown are pretty limited in movesets. I'm not really sure what Junko is doing (maybe CM?), and one of Rumia / Chimata is scarf.

For hazards, Tenshi loses pretty hard to Suwako and probably loses to Chimata as well, so it seems difficult for Drip to keep up SR (mostly for Flandre). Chimata vs Suwako is usually a bad MU for Chimata, but it's kind of playable here if Sun is up to weaken Scald. I can really see Scarf Chimata on Drip's build so Rumia can run some other set (idk what, maybe BU to take advantage of Moonlight in Sun?), and that set can cripple Suwako with Trick, so we might see fifi play conservatively around that MU until item is confirmed. Cirno on Drip's team is a major threat, especially since TAxel can nuke Iku through Multiscale and Weather Ball + Grass STAB threatens the whole team with OHKOs except Flandre, and is only outsped by Flandre / Youmu. For fifi, the plan seems to be to pressure down Chimata with SR/Suwako, Youmu, and Sukuna, then pressure down Clownpiece with one of Flandre or Youmu so the other can win, but the window for this is very small given Cirno. The critical turn will be the first turn Suwako is in, whether Drip aggressively switches in Cirno or not, and if fifi calls this or not.

It feels like fifi should lead Youmu or Flandre to not explode to Cirno. If Youmu has U-turn, she is the most consistent lead, as she can immediately U-turn to gain momentum that can't be outplayed by Drip. If Youmu is SD, this is more awkward. Drip can always try Cirno lead, but will obviously get counterled. I think Clown is not a terrible lead, though immediately invites Suwako which is bad. If Chimata is scarf, she is ideal lead I think, otherwise Clown is OK but loses to U-turn Youmu into Suwako. Drip probably accepts losing momentum in early turns because I see no way out.

fifi as expected leads Youmu, as Drip leads Cirno. Drip is forced out into Clown, as fifi goes hard Suwako, indicating no U-turn. As mentioned before, this is the critical turn where fifi needs to guess if Cirno will hard in to SR or U-turn. She opts for SR as Cirno comes in; this has a nice value floor as at least Flandre can be pivoted in once (unless Jump Kick... lol). Cirno clicks Growth as Chimata comes in for fifi. I think this doesn't confirm scarf Chimata, as it could just be an attempt to stall some Sun turns, but it is highly suspicious so Drip switches Chimata in on Make it Rain and reveals Leftovers (I think this confirms Scarf Chimata, so maybe no Scarf Flandre). fifi takes the free switch into Flandre as Drip Defogs as expected, and fires off a Searing Shot into Clown for 47. This feels like Specs damage, though I am too lazy to calc. fifi goes Suwako on Moonlight, and clicks U-turn this time fearing Cirno as Drip chips Suwako with Moonblast for 25. I think Flandre being non-Scarf here is annoying for fifi, as she cannot switch in and outspeed the Cirno, and fifi's options to outspeed cannot switch in. This puts a lot of pressure on fifi to not let in Cirno for free, which is pretty hard. fifi goes back too Flandre and clicks Scorching Sands for 83 as Clown scouts with a Recover, then fifi goes hard Suwako predicting Chimata, but Drip makes a great midground into Cirno, covering the stay-in and the Suwako play. Cirno now reveals Icicle Crash, dealing 31 to Chimata (this feels defensiiveE). This actually makes life easier for fifi as they know they can check Cirno with Multiscale Iku in lategame. fifi Volts into Flandre as Drip switches to Chimata, and takes advantage of Sun to fire off a boosted Searing Shot, doing 77 + burning Tenshi. fifi decides to scout Scarf and switches to Chimata, while Drip goes Rumia (no Dark Aura). Rumia clicks Knock, revealing Chimata's Helmet, as Chimata Moonlights to full. Chimata Volts to Flandre again as Drip switches in Chimata, does 60 to Rumia on the switch (Dark Border lol...), then Drip sacs Tenshi to go Cirno.

I am kind of surprised Cirno is the option here instead of Clown or Junko. I assume this indicates Junko is not EQ, though I fear Junko loses to Youmu (should beat rest 1v1 if BU?). Clown lets in Suwako to set SR, which is terrible for Cirno. Cirno coming in reveals the last move must be Jump Kick, which means Cirno doesn't beat Chimata (sad). Drip confirms this as fifi takes the safe switch to Chimata (didn't go Youmu LOL), and gets a free Volt into Flandre as Drip goes Clown. Flandre somehow outspeeds and claims Clown with Searing Shot, and Drip goes Cirno after. Chimata comes in on Growth, and takes 62 from Crash, dodging the flinch, and killls Cirno with Make it Rain. I think the game is basically done at this point, as Youmu probably wins the lategame (Chimata can stop Youmu temporarily, but rest of mons lose to her so nothing to be done). Drip revenge kills Chimata with Junko Ice Beam, and Youmu comes in, dealing 54 to Chimata with Sacred Sword (surely this is CB). Youmu now wins by spamming Sword into the remaining mons, and fifi wins.

Cirno was really threatening on preview, but ended up doing nothing because it was the wrong set. In fact, Cirno likely sabotaged Drip, as sun enabled Flandre to hyper nuke her check in Clownpiece, setting up Youmu win. I think Drip's Chimata was also SpDef, as I don't think Physdef Chimata takes 54 from Youmu, even if CB, so Youmu was always going to farm after Clown took any damage vs. Flandre, which was inevitable. Overall, I don't really know what Drip could have done in this MU, seemed pretty doomed.

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fiish vs big tony 2014
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big tony has a thematic team with Seiga + Yoshika combo, Suwako (SR), Chimata (Defog), Clownpiece, and Iku. fiish has a standard balance with Nemuno + Soga breaking core, Kanako (SR), Chimata (Defog), Komachi, and Sukuna. big tony's Iku looks like standard Multiscale, Seiga might be scarf, and Yoshika is... Bulk Up? Yoshika is very cryptic, worst SpDef of all time does not make for good BU bot but movepool just doesn't work for Scarf. Maybe there is some Toxic or TSpike set here, though imo Eirin or Medicine are better for that. For fiish, looks like SD Komachi + Specs Soga + Scarf Nemuno, though who knows... I would scout since Soga could always be CM.

The hazard situation is standard Kanako Chimata vs Suwako Chimata. This means fiish has easier time setting but harder time removing, though both teams aren't super weak to SR so its mostly OK to trade and leave SR up for some turns, though neither team is bootspam so fiish should be a bit favored by being able to set earlier, though not by much as Chimata defogs for free. big tony's Clown looks like a major threat, as she mostly forces in Komachi, though most of fiish's team can trade down with her if needed. Iku is also a big threat since she can trade with basically anything on fiish's team. Seiga is hard to switch into as well with 4A set (though I don't expect it), though can be pressured by Soga. For fiish, Nemuno is pretty threatening, but Scarf is slightly awkward as Suwako + Chimata can wall her. Soga is a threat that forces in Suwako, who can be abused by Kanako, who in turn is walled by Chimata who is abused by Soga. This means there is potential? for momentum vortex, though I don't think its too possible since Kanako always gets Defog'd on by Chimata. Instead, I expect Soga to try whittling Suwako down with Shadow Balls until she can break, and beat the rest of the team (or get lured by Scarf Seiga and die).

For leads, tony doesn't really want to lead Suwako into Kanako. Seiga seems like a solid lead here to immediately threaten an Ice Beam or Trick or something into fiish's team, or Chimata can be led to throw an immediate Volt for momentum. For fiish, I think Kanako is OK if she has Glare to para Chimata, but otherwise lead Soga to try to make Shadow Ball progress ASAP.

big tony leads Seiga as fiish leads Kanako. Unlike me, big tony clicks Ice Beam ASAP and collects the kill, as fiish failed to read Seiga's movepool. fiish goes Sukuna, who should tank Flamethrower at full, forcing out Seiga. fiish sets a Spikes as big tony switches in Yoshika. It is interesting that Chimata is not the immediate answer; I think this indicates non-physdef Chimata? LO Tpunch is a concern for physdef, but Sukuna does not look like LO on this team so I don't think it is worth worrying about. Yoshika clicks BU as fiish switches to Soga. I'm not sure BU is really worth, considering Komachi's existence and fiish's lack of Ghost resists, but I'm not sure what the 1v1 interaction of Sukuna vs Yoshika looks like so maybe its correct. fiish is pressured to click Electric move (or Psynoise), so big tony should have a free Suwako pivot, but opts to stay in and Shadow Claw as Soga volts out to Sukuna for 76 and takes 42 in return. I think this is Specs damage... Yoshika is surely running 252SpD on this set. big tony still does not go Chimata, opting to give up the Yoshika sac to bring in Clownpiece. As mentioned before, Clown is a major threat to fiish's team, and fiish switches in Nemuno to apply maximum pressure as big tony clicks a free Wisp. Wisp hits everything and is basically risk-free, so no reason not to click it here. Personally, I think Encore Clown is pretty crazy, but Wisp definitely has its MUs and here it completely farms. Nemuno is completely crippled, and big tony goes Chimata to tank a Mighty Cleave which does 23 (this is a lot when burned). fiish goes Soga on Make it Rain, taking 58, so this Chimata is definitely offensive, probably scarf. Suwako comes in on Shadow Ball taking 38, and gets a free U-turn into Iku as fiish switches in Nemuno. Iku seems fine to trade down now, as Seiga and Clown both look broken in endgame for big tony.

Here, I really do not know what fiish can do to make progress. Clown spams burns everywhere for free, and fiish has a low HP Soga + 4 physical attackers slower than Clown. I think this game is basically over, unless Soga goes crazy and gets every turn right, blowing up Suwako and magically killing rest while somehow avoiding dying to Chimata (impossible).

fiish pivots in Sukuna as Iku reveals Dragon's Ascent, revealing Physical (DD?), big tony goes Chimata on Spirit Break, and tricks the Scarf as fiish smartly goes Nemuno to waste the turn. Nemuno dies to Make it Rain, and Soga comes in since she can barely tank a -1 Make it Rain. Soga clicks Shadow Ball again, as big tony calls this correctly and goes to Seiga, barely avoiding a 2HKO and avoiding the drop (luckily it was boots). big tony throws off an aggressive Tbolt (not Flamethrower maybe?) as Sukuna comes in, and goes Chimata on the Dynamax turn and volts out into Iku on Tpunch. Iku misses the KO with Dragon Ascent (did this not have Elec STAB?) and dies to Spirit Break, and Chimata comes back and cleans up with Make it Rain, which seems wrong as Sukuna is in range of Volt and Make it Rain gives Komachi and Chimata entry afterwards. Volt into Seiga seems correct to me, but big tony is up a sac so it might not matter. Komachi comes in after, and clicks Liquidation as big tony goes Seiga, living on 2% (luckily it was boots) before killing Komachi with a crit Dark Pulse. Chimata comes in, takes only 54 from Tbolt, and kills Seiga with Volt, bringing in Soga. I'm pretty sure big tony's best answer at this point is Suwako, as she should kill Soga with Scald at 42 and survive Shadow Ball, and Chimata loses the 1v1. However, big tony decides to go Chimata instead. I think Volt is also a winning line for big tony, and maybe Make it Rain is OK too, as Suwako can come in if Chimata is pivoted in. Overall, big tony is majorly favored.

big tony indeed makes the Volt play, as fiish switches in Chimata. Clown comes in, clicks Torch Song twice, and wins the game. (Also, why did Clown outspeed Soga...)

The pace of the game was basically set on T1 when Kanako instantly died. Afterwards, fiish simply could not pressure big tony efficiently, and slowly lost the value war vs big tony's team. Its always hard to switch Sukuna in there since I was suspecting Trick Scarf Seiga, but maybe it is the play that needed to be made... I think Chimata in is also not terrible. fiish also did not have a good switchin for Wisp Clown, so things just looked very dire all around. I don't think Nemuno (unburned) could have broken Chimata + Suwako fast enough regardless (maybe with SR up and a lot of correct reads) but the earlygame did basically seal fiish's fate (even tho Yoshika is really bad and did nothing).


This is like half as long as last time... lol
A few of the games were pretty straightforward (esp. big tony one, DripLegend one a bit too) so that contributes to it.

I think the most fun part of these is trying to guess sets off team composition and gameplay. I think I'm pretty good at guessing stuff like Levi Iku (and it might be a bit overused, feels like it's there to patch holes but often isn't enough), but I keep hallucinating Scarf when it's not there. Maybe if I play this tier more I'll get a better sense of these things...
 
I'm sure many people have been missing my Touhoumons game reviews, and I'm chilling on bench rn so I'll write up for W6 and W7. Maybe will give me some better ideas than Yuugi sand.

Also, VIVIT has become the mascot of these reviews. I don't think she's ever getting changed.

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Spammernoob vs QT
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I kinda have been dreading covering this game because I giga griefed. I have a balance with Yukari, Kanako (SR), Soga, Sukuna, Clownpiece, and Hong Meiling. QT has a Webs offense with Yamame (Webs, SR?), Youmu, Joon, Remilia, Clownpiece, Soga. My Hong Meiling is Scarf; Yukari is Specs; Soga is LO CM, and Sukuna is bulky Protect 3a. QT's mons are likely all setup. Joon will be NP with Ability Shield to consistently deny Defog, Soga is likely CM, Youmu SD, and standard Clown.

I realized when I load in that I have no removal for Webs. I do not think QT has removal either, but in the case Yamame has Taunt, QT can choose whether to trade SR + set Webs, or set Webs and deny SR. Earlier in the tour, Chris (I think) farmed a Webs team with Clown because she outsped everything at 110 and dodged Webs drop. However, here I have to contend with opposing Clown, Soga, Youmu, and Remilia, who can all outspeed Clown and trade down with her. Soga also dodges Webs with Levitate, and is quite solid, probably beating 4 of QT's mons (all except Soga and Youmu). QT's biggest threat is Clown; I am forced to either trade my Clown or my Kanako for it. Youmu is also an issue as she outspeeds my whole team, requiring me to trade Kanako, Yukari, or Sukuna. Finally, Soga is annoying, as Pain Split sets 1v1 Kanako easily.

My gameplan is to neutralize QT's Soga, Youmu, and Clown, and win with my Soga. This means I need to maximize my Clown, Kanako, and Sukuna value (one trades into each. I expect Yamame is leading for QT, so I want to lead something that outspeeds her and can force decision to trade or set Webs immediately. Thus, I choose to lead Clown, since Clown can either break Sash and die, denying Webs, or get to +2 immediately, and force a trade. I could alternatively lead Soga, but I prefer her speed tier for later.

I lead Clown as QT leads Remilia. I throw a Torch Song, as QT reveals Hone Claws. Realistically, this is not a smart play from me. My safest line is hard Soga, as Dark move is not coming out, and I want to preserve Clown to trade into opposing Clown. However, QT clicks Crunch the next turn, giving me Remilia for free, and brings in their own Clown. My Clown is +1, but I am EV'd for bulk and only have speed for Max Junko, so I lose the speed interaction in mirror. We both trade Torch Songs, and then QT reveals Overheat, killing my Clown from 50. I can go Soga or Kanako here. Realistically, Soga collects a free kill, but I opt for Kanako, trading 25% HP to kill Clown. This is kind of a bot play, as if Clown was Wisp, my Kanako was instantly useless and I would lose to Youmu in endgame, but I am a bot who did not calc Soga into Clown damage. QT takes the opportunity to go Yamame to set webs. Kanako only does 41 on the Webs turn, so I don't 2HKO. I opt to EQ again, as QT knocks my Kanako. QT gets rocks up as well, as I reveal the Life Dew to stay healthy for Youmu, though this might be a hopeless endeavor against Ice Spinner. I then set SR as QT takes the switch to Soga.

I have been spamming a lot of Glare Kanako, so I am worried about Soga. I know Wood Hammer 2HKOs, so I aim to trade down with Soga, as I don't want to risk my Yukari on a LO Shadow Ball. However, QT reveals Kee Berry, meaning Kanako cannot cleanly trade and dies while Soga sets up to +2 and lives at 31. Here, I have 2 options; to go Soga and play for tie, or go Sukuna and burn Dyna. I am pretty convinced I need to preserve Sukuna's Dyna to trade with Youmu, so I opt to go Soga, but I lose the tie so I basically lost. Sukuna trades with Soga, and Joon cleans up with uncontested Make it Rain spam.

In reality, I think Yukari could have saved me vs Youmu... maybe? If I save Soga and immediately burn Sukuna Dynamax, I think I can force QT into a sac war of Soga vs Youmu (which I think I lose). Realistically, though, QT can just save Soga and bring in Joon vs Sukuna, and I think I lose in this case because Soga switching in to Make it Rain takes too much chip and dies to LO + SR before she can win.

All in all, this was a hyper trolled game because I forgot to check that I had removal and loaded into Webs. Alas.

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solrock vs ChrisPBacon
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Chris has a Marisa balance with Suwako (SR?), Kanako, Kaguya, Sannyo, and Sukuna, while solrock has a Marisa BO with Kanako (SR), Sukuna, Kogasa, Iku, and Junko. For Chris, I assume SR is on Suwako, as Kanako greatly appreciates the additional moveslot and Kaguya enjoys having HWish utility as well. However, Kaguya can easily be SR, allowing Suwako to run Toxic or Yawn to spread status and not be helpless into Kanako. There does not appear to be removal for Chris, which is OK since his team is relatively resilient to SR. However Spikes can be a problem, hitting Suwako and Sukuna (though rest should be immune). I think this also telegraphs boots Marisa, as she does not want to be taking SR chip on top of recoil from her spammed moves. For Solrock, Iku or Kogasa have removal. It's possible both have removal to enable CB or scarf Marisa, but I slightly doubt this. There are 4 confirmed Phys mons, so Junko is likely CM. I think a strong structure is Boots Marisa + Levi Spin Iku + SD Kogasa + Spikes Sukuna + CM bulky Junko. This gives solrock 3 options to take advantage of Rumia trapping Marisa, and also allows Kogasa to safely chip Kanako throughout the earlygame to allow for Marisa to break in midgame. It's def possible for all of this to be wrong though, so Chris should pay attention to info revealed during game to deduce sets.

For hazards, Chris has many options of SR setter. If solrock's removal is Defog Kogasa, this MU becomes awkward for them as Kogasa has limited longevity and will bleed HP vs any of Chris's possible setters. If solrock's removal is Levi Iku, this has a good MU into Suwako and Kanako, but a poor MU into Kaguya. Chris has no removal, so any hazards solrock sets will be up unless Kogasa defogs them. As mentioned before, Sukuna setting Spikes can majorly pressure Chris's Sukuna and Suwako, which is useful. Spikes Sukuna would instantly telegraph Spin Iku for me. Both Marisas look like they will make major progress. The game feels like it could easily come down to a Marisa speed tie, though I don't think Marisa has the HP to actually completely 6-0. Kaguya looks she will be able to trade very efficiently for Chris, forcing chip into Sukuna or Kogasa with Mystical Fire or Moonblast. On the other hand, Kogasa looks strong for solrock, especially if Marisa can blow up Chris's Kanako. Junko looks like dead weight if it is indeed CM due to Chris's Sannyo. This is not ideal for solrock, but if Iku is Levitate, it has a good MU into Suwako and Kanako, which evens the MU out. If Iku is indeed Multiscale, then I think Chris is favored on preview.

For leads, Chris can lead Kaguya, as that is his best trading tool into Kanako. solrock has a relatively free Kanako lead, as Chris cannot throw Marisa in immediately, and setting perma-SR is always valuable. If solrock is aggressive, Kogasa lead could come out to immediately force chip on Kanako, though setting SR is fine enough for forcing Kanako chip over a game. solrock could try to counterlead Kaguya with Kogasa or Sukuna. Kogasa is relatively easily answered by Kanako, though Sukuna can be an issue for Chris. Thus, solrock should lead Sukuna or Kanako, and Chris should lead Kaguya or (any mon that beats Sukuna).

Both players opt to lead Kanako. Chris immediately throws a Glare as solrock opts to throw up SR. solrock then clicks Glare as Chris reveals the last move on Kanako is Spikes. solrock is pressured to deny free Spikes, and goes Junko on a full para. Chris is obviously going to Sannyo, so Kogasa / Marisa / Kanako double is good for solrock, but they opt instead to try for Ice Beam and do 17 only. Sannyo has a free turn now to Corrosive Gas for guaranteed progress, as solrock goes Kogasa, losing their Mystic Water. Sannyo takes 36 from Play Rough and Recovers to full. solrock decides to go Kanako, covering Poison Gas + Kanako switch-in, as Sannyo clicks Recover again. This indicates Kogasa is probably SD, as there is no U-turn. I'd expect Wave Crash, SD, Jet to be the remaining moves. This is nice as Jet can check Marisa, but solrock will have to deal with hazards constantly chipping Kogasa. Chris takes a safe switch into Kanako as solrock's Kanako is full para'd and fires off an EQ for 22 into Junko. I am surprised solrock is not going into Iku. This makes me fear it is not Levi Iku, and solrock is very doomed.

Chris opts to go into Suwako this time as solrock tries to read the Sannyo and pressure with Earth Power. solrock goes Sukuna, fearing Toxic, as Chris sets SR. solrock pivots to Kogasa as Suwako fishes for a Scald burn and doesn't get it, but Kogasa is down to 50 due to hazard chip. Chris swaps to Kanako on Wave Crash, and gets a free chance to set more Spikes. solrock goes Kanako on the full para, then full paras as Chris sets the second layer of Spikes. This is looking worrying, as Chris's hazard setters are still both at full, so solrock will still be behind after clicking removal (and they haven't found an opportunity to). solrock finally goes Iku on the 3rd Spike, and spins all hazards as Chris goes Suwako, opting not to scout Iku's ability. Suwako sets SR as solrock goes Junko to try to set up, and Chris reveals last move Toxic as Junko clicks CM. I think it is easy to default to U-turn Suwako, and I definitely assumed it was here, but Chris's team doesn't really need slow pivots outside of Marisa, so it's not a terrible idea to drop it. Junko and Suwako trade some damage, but solrock is forced out into Kanako, and Chris answers with his own Kanako. This interaction is losing for solrock every time, as Chris's Kanako has Spikes to push progress while solrock's can't really do anything. solrock makes a desperation Marisa switch, but Chris catches it with EQ. Reasonably speaking, it is more likely it was just to catch a Junko switchin on Spikes, but I think solrock loses as Marisa is one of their main progress-making options, and their main way of contesting Chris's Marisa. Ultimately, solrock needed to make some play to get past Kanako, so I think its fine, worst case goes from a 10-90 position to an auto-loss (which it now is).

solrock goes Junko to force out Chris's Kanako. Junko is on a timer, so there is no way she can win at this point against Suwako + Sannyo. However, Chris can easily opt to trade with any of solrock's remaining Pokemon, so Junko is the only option. Junko Recovers as Chris takes the safe switch into Suwako, and fires off a Scald into Kogasa. Kogasa is now at 18%, so will die to 2 more SR ticks, or SR + Spikes. Chris preserves Suwako's HP for Junko, going into Kanako on a Wave Crash, allowing him to set another Spike for free. Unfortunately Kanako is full para'd as solrock goes into Junko, so Chris is forced back into Suwako as solrock doubles to Sukuna. Chris switches to Sannyo, who is now relatively expendable, as solrock tries to force damage onto Suwako with Max Starfall. Sannyo lives the follow-up Spirit Break, Recovering to 70 and forcing solrock into Kanako as Sannyoo recovers to full. Chris has a free Kanako in and takes it, as solrock reveals last move Stone Edge, dealing 22 with crit. I genuinely don't think the remaining 7 Stone Edges can kill Chris's Kanako, as they would do 8% per turn after Leftovers... this looks dire. Chris opts to EQ again as solrock pivots in Junko, and then brings in Kaguya on Ice Beam, taking 24.

I am not really sure about physdef Junko calcs vs Kaguya, but the fact that no Leftovers revealed means Chris's Kaguya is likely LO. Chris clicks Mystical Fire to cover Sukuna and stay in, as Kogasa is too low to switch in. Meanwhile solrock clicks Recover, but between Mystical Fire chip and Toxic, barely heals at all. Chris opts for Moonblast the next turn, as solrock pivots in Sukuna, luckily not eating a Mystical Fire. solrock throws off a Gigaton Hammer, doing only 30 to Chris's Sannyo, and Sannyo trades back with Flamethrower for 60 as Sukuna sets Spikes. solrock brings Iku in, and Chris sacs Sannyo to get a Poison Gas on solrock's Iku. Kaguya is sent out, and does 40 to Kanako on switch-in. Chris plays safe, going Kanako on a full para, and getting full para'd as solrock clicks Edge. solrock brings Junko in on another full para, and Chris makes a nice play going Marisa on CM. EP was never getting clicked vs a Kanako and Suwako, so Marisa always comes in for free on Ice Beam / CM / Recover. I do not actually think Double Edge kills physdef Junko at this range, so Chris baits the EP and U-turns as solrock opts to sac Sukuna. Chris brings in Sukuna, who kills Kanako with Gigaton + Ice Hammer, and sacs Marisa to reset Sukuna's speed to kill solrock's Sukuna. solrock tosses Kogasa and Iku into the blender before Junko can kill Sukuna, but Chris cleans up the last mon with Kaguya.

Reasonably speaking, this MU just seemed dire. I don't think Junko ever gets past Toxic Suwako, and Kanako vs. Kanako is always favorable for Chris, but solrock has to take a major risk every time they want to get out of that position, in case Kanako decides to EQ (as demonstrated vs solrock's Marisa). As I said in preview, if Iku is not Levitate this MU looks good for Chris, and it played out as expected. solrock needed multiple aggressive Marisa ins to make any progress and not get stonewalled by Kanako, and I think that was probably never happening.

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cityscapes vs fiish
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cityscapes has a relatively standard looking Iku-Sukuna balance, with Rumia, Komachi, Suwako (SR), and Medicine Melancholy (!?!). Meanwhile, fiish has a rain offense with Sanae (setter), Nitori for Swift Swim, Kanako (SR), Marisa, Sukuna, and Soga. cityscapes team looks pretty standard, probably Spin Iku and Scarf Rumia. Kanako looks a bit annoying so Iku probably wants Levitate here. I'm not really sure what Medicine Melancholy is doing here. I have built her physdef before as a TSpike setter, though imo TSpikes have major issues given the prevalence of Kanako, Chimata, Sukuna, and other strong HDB users like Clown / Iku. SSap actually lets you giga wall Sukuna, as you live Gigaton + Steelspike from full. fiish has Marisa on rain, so it is probably Hakkero, meaning no explosive power from Reckless Double Edge. We may see Waterfall Sukuna for the rain boost, though it blanks into Kanako which is really not ideal. Kanako is likely standard, and Soga might be running Thunder to abuse rain a bit. I'm not really sure who the removal is, but Sanae probably wants removal since she will be on Damp Rock. It is possible Sanae is Defog, but this feels not ideal to me.
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For hazards, cityscapes has Suwako setter + Iku removal and fiish has Kanako setter + Sanae removal. This is advantageous for cityscapes if Iku is Levitate, as Iku walls Kanako for free. Sanae also walls Suwako, but is spending precious rain turns to remove hazards, which can be detrimental to fiish's gameplan. For MU, it seems cityscapes has answers to all of fiish's threats. Nitori and Kanako are walled by Iku, Marisa is walled by Komachi, Soga is walled by Suwako, and Rumia pursuits Soga and Marisa for free. Sukuna has a chance of breaking with LO Tpunch for Komachi and Gigaton for Medicine, but if she is not LO then the game is doomed.

For leads I think fiish just wants to lead Marisa and click U-turn. This is the best line into lead Iku, who is a major problem otherwise. Alternatively, Sukuna lead is possible. Leading Sanae and going hard Sukuna or pivot Kanako -> Sukuna vs Iku lead is also not terrible. For cityscapes, leading Iku into Sanae feels too obvious. I suppose Suwako can set SR on Sanae so it's not terrible either. I really want to aggro lead Rumia to snipe Marisa or Soga trying to counterlead Iku, but this might be OD...

cityscapes decides to lead Suwako as fiish leads Sanae. SR is obviously coming, so fiish should take the opportunity to push max chip into Suwako. fiish opts to go Kanako, as city reveals Protect to stall a rain turn. Kanako sets SR as city goes hard Iku, telegraphing Levitate as if Wood Hammer was clicked into Multiscale Iku, momentum would be ruined. I think this is an easy turn to switch Sukuna in, as Tbolt is likely not happening, and Rain weakens Fiery Dance. Instead, fiish opts to stay in and burn Eject Button on Kanako as Iku spins, bringing in Soga. city takes the safe switch of Suwako, as fiish doubles to Sukuna, fearing Rumia. fiish then opts not to attack, instead going Kanako as Suwako sets SR. I think Sukuna was a bad option if fiish was unwilling to trade, as city's safest line is Suwako -> U-turn into Rumia rather than hard Rumia risking Specs Thunder in rain. Kanako throws a Wood Hammer into Iku, doing 14 and revealing Leftovers. This is obviously Levitate lol... fiish sets SR as Kanako takes 40 from Rev Dance, then blocks spin with Soga. This time, fiish clicks Shadow Ball into the Suwako switch, doing 40. I think this means Soga is Specs but I am still too lazy to calc. Suwako can't switch in on Shadow Ball again, but if Soga kills Suwako this obviously means Soga dies to Rumia. fiish goes Sanae on the U-turn, resetting rain, as cityscapes goes into Sukuna. This is the most telegraphed Tpunch of all time. fiish goes Nitori, taking 48. cityscapes opts to burn Dynamax here, allowing Sukuna to tank Super Scope 3d and finish Nitori. fiish then sends Marisa, who fails to kill with Weather Ball and dies to Sacred Sword.

The game now looks over. Sanae and Kanako are both chipped. Soga can only get 1 kill before dying to Rumia. Sukuna can trade, but needs Dynamax to get past Medicine or Komachi, so cannot solo carry. cityscapes can sac least useful mon (Suwako) to Soga, revenge with Rumia, and trade down remaining for free to win.

In reality, cityscapes goes Suwako on Shadow Ball, then regrets the decision (???) and sacs Sukuna to bring in Rumia, who Pursuits Soga to death. fiish brings in Sukuna, and sets a layer of Spikes as Rumia is forced out, then claims the Suwako sac. cityscapes goes Medicine, who is forced to SSap as Sukuna has not expended Dynamax, and fiish swaps to Kanako. cityscapes sends Rumia to be sac'd, but she tanks -1 EQ and gets off 20% on Kanako before dying. Iku comes in, spins on fiish's Sukuna switch-in, and allows Medicine Melancholy to switch in at full, which tanks Gigaton + Steelspike from non-LO Sukuna (which is confirmed). Luckily, fiish only clicked Spirit Break, doing 10%, so Medicine throws off a Body Press for chip as Sukuna sets Spikes. Sanae switches in on another Body Press, and clicks Wish as cityscapes goes Iku. cityscapes has the option of Protecting to heal Sanae, or passing a Wish, which leads to Sanae dying next entry. Sukuna can come in relatively freely since Rain weakens Fiery Dance if cityscapes has it. Kanako also has potential to come in. However, both these mons are walled, by Iku and Medicine respectively, so I'm not sure how to play this.

Sukuna comes in on Spin, sets Spikes on Medicine, does 40 with Gigaton and takes more chip, and goes Sanae on Press. Sanae then reveals the secret weapon, Future Sight. This would be quite nice to help Sukuna break, but it is too late at this point, as Sanae cannot really spam it due to being low HP with SR up. Medicine leaves Sanae at 26 and swaps to Komachi, allowing her to pass a Wish to Kanako as cityscapes SDs with Komachi. Wood Hammer sadly does 40 to Komachi, so Kanako loses the trade hard. fiish goes Sukuna and Thunder Punch does 30. Sanae is able to kill Komachi finally but she is at 1% and jut dies to Iku.

This MU looked dire from the outset, but FSight Sanae actually gave fiish a line to win, interestingly. However, Komachi taking 30 from TPunch is the ultimate tragedy. We can consider a universe where fiish Flip turned instead on T12. Kanako will likely die to followup Gigaton, so Soga is likely best switch here. Soga can trade w/ Suwako, Sanae sets Fsight -> go Sukuna to secure 1 kill (Medicine?) in exchange for Dynamax, cityscapes burns Dyna as fiish sacs Kanako... Sukuna Komachi Iku Rumia vs Sanae Nitori Sukuna Marisa. I think breaking Komachi will still be ridiculously hard for fiish, but it is possible with Nitori maybe... no removal for SR is super dire though.


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fififlutters vs big tony 2014
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Final game of the week, fifi has a standard offense team with Kanako (SR), Kogasa (Defog), Mokou, Soga, Sukuna, Yukari. big tony 2014 has a Iku-Sukuna balance with Rumia, Medicine Melancholy, Ran, and Youmu. Immediately, I feel like big tony 2014 has Levi Iku since no other Ground resist. Iku probably spinner, no SR setter. Maybe Sukuna is Spikes? Medicine is Tspikes? This is extremely awkward to not have SR vs Chimata / Kanako in this meta, so I can't get a good read on big tony's team. fifi is probably running standard Scarf Mokou, CM Soga, Specs Yukari. Sukuna could definitely be LO with the pace of this team.

For hazards, fifi has Kanako setter + Kogasa removal, while big tony has (Sukuna?, Medicine?) setter + . Kogasa is OK at defogging because she is fast, but she has limited HP to burn on clicking Defog so might be a problem in the long-term. If Medicine is indeed Tspike, this is a problem for Kogasa, Mokou, and Yukari. Kogasa at least is definitely eating a Poison if she is not HDB, as she is not switching in on Medicine to Defog (or eating a Sludge Bomb). No SR means Kanako is trading forever though, which is a pain for big tony. Yukari + Mokou looks like a big problem, as big tony relies on Sukuna to switch into Yukari but she can easily explode to Specs EP, and Mokou scarf should outspeed big tony's whole team if no scarfer, and threatens 2HKO into most of it (maybe not Medicine, but she wants to be preserved at full for Sukuna). I think its pretty possible for fifi to blast through tony's team even with Tspike up, and it will take some positioning as Kanako can deny her in earlygame. Soga looks nice into no Ground, but there is a Rumia who will limit her to 1 kill. This is a problem if Sukuna is LO though, as Sukuna will claim 1 immediately after, making the interaction 2-for-1 for fifi.

For leads, big tony can probably just lead Ran and U-turn out of bad MUs like Yukari. I'm not really sure if Ran is scarf (it seems possible), but if she is then she is an easy lead into all. Similarly, Youmu can be led and fast U-turn immediately. Levitate Iku is also noto a terrible lead here, except for into Kogasa where it is kind of dire with no Kanako (might need to go Medicine and pray). For fifi, Kanako is tough to lead vs Ran due to Ice Beam threat, but is fine into rest of team (well, maybe not Levi Iku). Kogasa is also a solid lead, maybe forced out by Medicine but no one leads Medicine into potential Kanako. tbh I like Kogasa lead best for fifi, and Ran or Youmu lead for big tony depending on if Ran is scarf.

big tony leads Youmu as fifi leads Sukuna. This is a pretty aggro lead, but it seems nice enough. big tony decides to hard swap to Medicine and takes 54 from LO Gigaton (feels like a low roll?). Max Steelspike follows up to immediately snipe Medicine. This turn is a bit surprising from fifi, as Steelspike is 10BP weaker than Gigaton, so a similar roll would not kill and Medicine would heal to full with SSap. I assume they figured 54 was a low roll and banked on not lowrolling again. I know 252+ Sukuna without LO does ~50 max to 252/252+ Medicine, so fifi is probably not 252+. I don't know the spread so idk the exact calcs here, but gaame would be different if the rolls didn't work out (but I really do think the first Gigaton was a very low roll). big tony goes into Ran and throws a Fire Blast, luckily hitting and getting a Burn to avoid dying to Gigaton. Fire Blast is clicked again, telegraphing Scarf as non-Scarf always clicks 100% acc move into 4% Sukuna. fifi can pick between Yukari, Mokou, and Kogasa to force choice-locked Ran out. I think with Medicine gone, Kogasa forces the most immediate pressure, but fifi opts to go Mokou. Flare Blitz is safest click but Iku is right there, so I would throw CC or double to Kogasa. Instead, fifi clicks Blitz as big tony reveals Dark Border Rumia and takes 30. fifi cannot stay in on potential BU + Moonlight, so goes hard Kogasa to threaten SD + Wave Crash as big tony clicks Knock to remove Kogasa's Mystic Water. big tony doesn't really have a switch-in for this, so trades Iron Head with Wave Crash, leaving both mons at <10%. I am curious if big tony clicks BU on switch -> Moonlight, if the trade goes better. It seems not, as if we consider the Kogasa, BU; SD, Moonlight; Wave Crash sequence, and with simple Google Calculator, +2 Mystic Water Wave Crash would OHKO +1 Rumia (100.8). fifi decides to Aqua Jet to play around potential Sucker, as big tony sacs Ran. This reveals no removal on fifi's team, as Kogasa is always Fairy move last to hit Kanako, and Aqua Jet doesn't make much sense w/o SD imo (maybe is crazy no SD set, in which case BU was correct...).

big tony goes to Youmu to revenge, and fifi opts to save Kogasa for one last Crash and goes Mokou, taking 36 from Shadow Claw. I do not know the calcs, but I know fifi has been advocating bulky Scarf Mokou, and Youmu is not super strong so I could see a world where this is CB. If this is the case, it makes sense that fifi went Mokou first to scout item, and then goes Kanako once CB is confirmed because she is safe from Ice Spinner. Alternatively, the Kanako could be to catch Iku, but it feels so obviously Levitate that this doesn't make much sense to me. big tony knows Shadow Claw won't kill and doesn't want to throw Youmu, so opts to sac Rumia. This luckily works out for big tony, as she comes in on Kanako and is able to get a Moonlight off, but fifi cashes in on the Kogasa saved earlier, and trades her off with Rumia.

At this point, fifi has scarf Mokou, Soga, Kanako, and Yukari vs. Iku, Youmu, and Sukuna with Dynamax (so roughly even on sacs). Both players have no hazards, and all mons are full HP. Kanako seems easily walled by Iku, and Soga into Youmu is instant tempo loss that may cost fifi a sac, so those are not likely to come. Yukari seems OK, but probably eats a U-turn from Youmu which is not ideal. This means Mokou is fifi's safest choice. For big tony, Youmu seems like a reasonable pick, as she can U-turn vs most of fifi's remaining. However, Youmu is bad MU into Mokou, so Iku might be the play instead (though it is truly the least bad of many bad options).

fifi chooses Mokou as big tony chooses Iku. If big tony were up on sacs, Iku + Youmu would be able to deny Mokou from doing anything as big tony can sac a useless mon to bring in the appropriate counter. However, both players are even on sacs, and big tony has 2 sacs locked in his 3rd remaining Pokemon, Sukuna, making this position awkward. big tony makes the switch into Youmu fearing CC, as fifi doubles in Yukari. big tony switches in Sukuna, and eats 70 from EP (is this Specs damage?). I am wondering if this Youmu isn't CB, as it is not clicking U-turn when it has no reason not to. big tony seems to think Yukari is specs and goes Iku to immune the next EP, as fifi goes Soga, covering Dynamax and Iku in a good midground play. Soga clicks Shadow Ball for 64, as Iku does 89 with Rev Dance. fifi then oddly clicks Tbolt, dying to LO as Iku blanks Rev Dance. Shadow Ball killed Iku and hit every mon big tony had remaining so I'm not sure why it was not clicked. If Iku clicked Recover here, there might still be a game (though I think Yukari comes in and claims a kill, and fifi wins later). Mokou then comes in and clicks Blitz x4, winning the game.

Sukuna killing Medicine and trading out with Ran basically set the tempo of the game. Kogasa also demonstrates her power in a game where Kanako is not loaded. Overall, I think fifi's team just had more potent threats than big tony's. The only real hope was Rumia BUing to infinity, but it was stopped pretty handily by Kogasa and Mokou, and Yukari and Soga probably could do major damage too in a pinch. There were some odd switches in midgame that I didn't really understand? These players are better than me though, so I'm probably just missing something.

If Sukuna didn't kill Medicine immediately, I think there is chance Rumia + Tspikes farms fifi. This did not happen though, so big tony lost.


Odd week, none of the games really felt close on preview. I am kind of surprised Medicine was loaded twice this week. She worked in one game, completely walling Sukuna and trolling around with Sludge Bomb + Bpress. In the other game, she died T2.

Tspikes in this meta is pretty cool. However, it really goes crazy in tandem with Gravity. Someone should refine the Tspike + Urumi + Ground core. I think there is genuine potential there. Joon would be the ideal Tspike setter... if she got it. Sad life.
 
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Writeup for playoffs now

Semifinals:
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LBN vs ChrisPBacon
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I wanted to be on standby in case I needed to sub into MHOU, so LBN is playing again, though I was in charge of prep. Going into the week, I was worried especially about Kaguya. I had also seen Spikes Kanako dominate in Kanako mirrors, so I knew I had to load a countermeasure. Of course, I also wanted to cover the standard powerful balance mons like Clown, Sukuna, Iku, Rumia, Mokou but did not think I would have to prep for any cheese strategy like Webs or other HO.

The team I made is Kanako (SR), Iku (spin), Alice, Murasa, Clownpiece, and Hina. To beat Sukuna and trade with Kaguya, I opted for mixdef Competitive Alice. Competitive is great since Kaguya relies on Mystical Fire to hit Alice, though it does a lot (40%+) so need to be careful. Alice also checks Sukuna well, resisting both STABs and not being hit SE by any coverage. I also wanted to use Scarf Murasa, as she is a powerful mon with STAB Wave Crash that outspeeds both Rumia and Mokou. She has difficulties clicking moves vs. Kanako and Rumia teams, but the hope is that once Kanako is dealt with, she can spam Wave Crash to win. I wanted a Dark resist, so I put Clownpiece (mostly Physdef, some SpA invest and 341Spe). For SR, I put SpDef Kanako with Wood Hammer, as she helps a lot vs. opposing Suwako, which this team hates. For spinner, I wanted Levitate Iku as she mostly walls opposing Kanako and spins for free. I have Recover / STABs / Spin, which is a bit bad into Sukuna but I pray Alice can beat her. Finally, I wanted a secondary Kaguya check and Dark resist, so I have SpDef Split + 3a Hina. Even though she does ~30% to Suwako with Dark Pulse only, the hope is that she can fish Sludge Bomb poison to annoy Suwako / Kanako (ignore Rest...). Originally I was trying to fit Mortal Spin on Hina, but Iku more consistently spins vs. Suwako/Kanako, and Hina really wanted STABs + Flamethrower + Pain Split. Hina seemed kinda cool as a non-Dark-weak Poison mon w/ decent SpDef, and Pain Split is great into Kaguya's 120HP, though with more time I'm pretty sure I would've moved off of her if I had more time to tweak. In prep, I noted that Rumia + Sukuna would be a big issue, as Alice is the primary Sukuna answer and she is easily Pursuited. I had planned on editing the team more on Friday night expecting Saturday gaming, but it turns out the game was on Friday so I got trolled...

Chris loads a standard-looking balance with Suwako (SR), Kanako (Spikes), Sukuna, Kaguya, Clownpiece, and Rumia. Rumia is scarf, and Kaguya is likely LO 2a + Cosmic or 3a (Power Gem?). Sukuna is probably just Leftovers here, probably STABs + Sword + Ice, and Suwako feels like it could be SR + Toxic + STABs, as the team is bulky enough and there is no insane breaker who needs to be slow-pivoted in (though U-turn to bring Rumia on Soga is always nice).

Chris has Kanako / Suwako setter with no removal while LBN has Kanako setter and Iku removal. This means that LBN easily gets up SR and keeps them up, and should have a fine time spinning consistently, unless Suwako is Toxic. It is important for LBN to keep off hazards for Alice / Hina/ Murasa, while Chris just doesn't care about SR. For LBN, Murasa looks like a very strong wincon as she outspeeds Chris's whole team, only Kanako can take Wave Crash, and she takes significant damage from Ice Spinner / Poltergeist. The issue is that Murasa can't kill Kanako, as if she locks into a non-Wave Crash move, Rumia kills her for free and Kanako obviously can't win with Wave Crash without Kanako dead. Hina also looks solid, as she can fish Sludge Bomb poison vs most of Chris's team, and her switchins (Sukuna, Kanako, Suwako) are answered by Alice / Iku and do not have reliable recovery to heal off chip. However, as mentioned before, Sukuna + Rumia is a problem, as nothing trades well with Sukuna except Alice, who gets Pursuited by Rumia.

For leads, LBN can just lead Kanako as she is mostly fine into Chris's team, the only bad MU being Kaguya (who doesn't like taking Glare). Setting SR ASAP is great for putting a bit of extra pressure on Kanako, who is Chris's lynchpin against Murasa. For Chris, Kanako lead is fine too, as she can trade Glare and spam out Spikes, and worst-case forces Iku in for spin after trading Glare and Spikes for SR. LBN could aggro lead Alice to try and trade HP with Kanako, but Chris can easily decline by going Suwako to wall her, and this isn't a great trade anyways as Alice is needed for Sukuna (and Rumia always revenges after trade).

LBN leads Kanako as expected, and Chri opts for Suwako lead. I'm not super sure what this was expecting. LBN opts to Wood Hammer immediately to punish an overpredict, and Chris just goes to Kanako to trade Glare / spam Spikes. Glare and hazards are traded, and LBN opts to trade damage with Wood Hammer (17...) for letting up a second Spike. I don't really like this trade, as even though Kanako is important to kill, lowering her HP unnecessarily can lead to Murasa accidentally killing later and then dying as a result. Additionally, the team relies on hazards not being up for Alice and Hina to perform their defensive roles properly. Alice comes in on the 3rd Spike, and Chris scouts the Ice Beam with Sukuna as LBN sets FSight. I am surprised Sukuna was the switch-in here, as Suwako seems to be the obvious answer, but it seems he was afraid of Suwako being overly pressured by Iku / Hina / Alice. Sukuna reveals the surprise Encore, forcing the Fsight repeat, and LBN opts to go Iku on the Gigaton (as Kanako is SpDef and likely dies to 2). LBN goes back to Alice on Spirit Break, getting a Competitive boost, but this reveals the issue w/ letting up 3 Spikes, as even though Alice only took 17 from the attack, she is only at 64 after Leftovers. Sukuna Gigatons for 36 as Alice Flash Cannons for 44, and Alice survives Max Steelspike with 2% and gets a Recover off. Alice is locked into Recover, and heals to full before LBN pivots in Kanako on Sacred Sword. Chris goes Kanako as LBN's Kanako is full para'd, and then doubles to Kaguya on the Iku as there's nothing Chris's Kanako can do anyways, and Kaguya is a fine midground into LBN's Kanako (who is likely not clicking Glare / EQ). tbh as LBN here I would be willing to spam Glare to force something (even PP stall), as there's nothing Chris's Kanako can do anyways now that Spikes x3 are up.

LBN is forced into Alice or Hina, and chooses to go Hina, who takes 34 from Moonblast. This is luckily out of 2HKO range even with 3 Spikes, though Hina's recovery is inconsistent so she cannot switch in again. Chris brings in Suwako as LBN is forced to Pain Split to recover some HP, and goes Iku as Chris U-turns to Rumia and traps Iku. 3 Spikes are perma-up now so it's doomed. Hina, Alice, Clown are all too slow to break here, so Murasa is the only wincon. We can consider how Murasa needs to break Kanako:

First, need to put Kanako to <6.25% before Leftovers, then swap.
Second, need to bait Kanako in with Murasa again and get the 50/50 right (stay in and Crash vs. double out).
Third, send Murasa in again and spam Wave Crash (after rest of team is sufficiently chipped). Kanako should be in range of dying to SR now.

The issue is that 3x Spikes limits Murasa's switchins and the number of mons she can kill with Wave Crash. 3 switchins puts her at 25% which is like... enough to kill 1 mon only. In other news, game is over (but there are 23 more turns).

Clown comes in, but Suwako easily 1v1s her. The best line is to throw Wisp / Moonblast then go Kanako and play long game (or try), but it is likelly Suwako just U-turns on this line and brings in Kaguya or Sukuna, who have no answers. Instead, LBN clicks Torch Song, which indicates a willingness to stay in and trade down. Suwako reveals Toxic, which was surprising as U-turn was already revealed, as LBN trades w/ Wisp. +1 Moonblast does 28 and gets a drop, while -1 Scald does 50... Suwako moment. LBN goes Kanako as Suwako sets up SR, which further limits LBN since these are up permanently. Kanako switchin here is kinda questionable as Clown cannot do anything now anyways (slower than opposing Clown, low HP, Toxic'd) and its not too bad to just trade out, but LBN wants to preserve the sac. Suwako U-turns out into Kaguya as Kanako full paras. Moonblast does 40 (SpDef Kanako btw) as Kanako gets a Glare off. Alice comes in on Moonblast. but this was safe as Kaguya now underspeeds her so she can win 1v1 even with Mystical Fire on switch. Flash Cannon is clicked on Sukuna switchin for 31, and clicked again as Sukuna survives with 2% and Sacred Swords. I feel like Recover could've been clicked here... instead Alice explodes to Gigaton from 37 (unfort roll ig). LBN now has to go Murasa or Clown to revenge the 8% Sukuna, which is kind of annoying. Murasa is sent in, which sadly takes 37.5 from hazards. If Alice beats Sukuna 1v1, Chris can get the +1 with Clown which is annoying either way, as it forces Murasa or Kanako from LBN. Poltergeist cleans up Sukuna, and Rumia traps her for free (as expected). Clown comes in for LBN, and Chris answers with his Clown. LBN goes Kanako to Glare, and manages to win 1v1 with full paras. Rumia comes in and Clown is sac'd, getting a lucky Flame Body burn on Knock. Hina comes in and Sukuna is sac'd, then Rumia comes back to Superpower the Hina who is too low to tank another round of hazards. Finally, Kanako comes in to kill Rumia, and is finished by Kaguya Moonblast.

Ultimately, I think Murasa wincon was too limited by the fact that Kanako could be preserved by Chris for that specific mon. The trade-down went almost OK for LBN, but Chris only accepted because he was already up on sacs. There might've been a line involving Clown trading down Suwako -> Hina trading down Kanako that opens up Murasa if Iku cleared hazards earlier, or a sequence of smart doubles to rack up SR chip, but since Spikes were let up and not removed, LBN just lost. Notably, the early Wood Hammer w/ Kanako on Spikes was an opportunity to spin w/ Iku, and T10 Iku could suicide-spin, which is not terrible (though not ideal). Also, Encore Sukuna being able to muscle past Alice is very evil.

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big tony 2014 vs fififlutters
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fififlutters has a very standard looking balance with Kanako, Kaguya (SR?), Iku, Chimata (Spin? Defog?), Eirin, and Rumia. big tony 2014 has a more unorthodox team with Kanako (SR), Luna (Defog), Takane, Soga, Sakuya, and Yukari. It is hard to say if Kanako or Kaguya is SR. If Kaguya is SR, I'd expect Spikes Kanako, Spin Iku (Levitate), and some weird Chimata set. She could probably get away with Scarf here since Sukuna is nerfed, though Double Scarf on this build is a bit odd. If Kanako is SR, it is more likely Chimata is Defog, Kaguya 3a or Cosmic Power. Notably, the breaking power here is a bit low, so I could see Eirin being SD + Thousand Arrows (Toxic + Thousand Arrows is good too). Rumia probably is just scarf because that's her best set. For big tony, I'm not rly sure what everything is. The team doesn't really look like a Voltturn team so Soga is likely CM. I assume Yukari is some power-boosting item to better punish Rumia Pursuit. Sakuya is probably HDB w/ setup to try and clean up after Soga punches a hole in opposing Kanako / Suwako. Kanako likely is just standard, Physdef leaning, Takane probs also Physdef for Sukuna, and Luna idk but she's SpDef (can she beat Kaguya?).

fifi's hazard setup is a bit unclear, but Chimata and Levitate Iku both farm Kanako, so big tony will have difficulty keeping up SR. On the other hand, Luna has very poor PhysDef so she never removes vs Kanako (ngl Iku probably chunks with Spin too), and her typing matches up poorly into Chimata, Kaguya, and Eirin (tanks Rumia though... copium). Notably, she does beat Iku, so we could see her come in as Iku spins to remove at the same time. This gives fifi agency in when hazards go down for both players (though neither is really running a SR-weak team). fifi's Kaguya is a major threat as big tony needs to trade into her with Soga or Yukari, or somehow pivot / sac to bring in Sakuya to beat her (this is a big problem). Counterintuitively, I think big tony needs to force a trade between his Yukari and Kaguya here as Soga is needed elsewhere. Rumia also has a target in Soga, though big tony can try to take advantage of Pursuit with SD Sakuya or Yukari. fifi should be able to value trade down and win, while big tony needs to figure out a good sequence to sneak through the brokens. Soga needs to trade with either Kanako or Iku to open holes for Sakuya (ideally chip Kanako, kill Iku, die), and Yukari needs to get turns right to make progress vs Eirin / Kaguya if she's Specs. Sakuya probably wins if Kanako and Iku are extremely low and rest are slightly chipped (this is a big ask). The rest of big tony's team are pivots so hopefully they can do their job.

For leads, Kanako mirror is a staple of this tier to trade hazards and Glare. However, if fifi is Spikes Kanako, big tony loses the trade as Luna has difficulty removing (and fifi can just never Iku spin). Additionally, fifi can lead Kaguya (possibly SR), who is annoying for big tony to do anything to. I almost think the best lead for big tony here is Yukari, as she can trade well into Kanako and Kaguya (and anyone else on fifi's team). For fifi, Kanako, Chimata, Kaguya, Iku all lead fine into Kanako. Kaguya has the least answers on big tony's team, so I think she is the option here. Worst-case, Yukari leads and fifi is forced to play a 50/50 game with Eirin / Kaguya, but this is actually fine I think because fifi has the option to just trade, and if big tony overpredicts Yukari dies for free which is massive. Thus, I expect Kaguya / Yukari leads, and both players to just trade off ASAP (basically queen trade in chess lol).

big tony leads Sakuya, who reveals Balloon, as fifi leads Kanako. This is very surprising as I'd expect HDB to preserve Sakuya ability. big tony clicks Substitute, as fifi clicks Hurricane to pop the balloon. Unfortunately for big tony, he did not read base game mechanics (did this not come up in tests??) and balloon pops even though Substitute is not broken. If balloon worked differently, this tech might be nice as Kanako has no way of breaking Sub in 1 hit other than EQ, and Glare is also blocked, so Sakuya can SD + Bitter + Sub loop the Kanako. Sadly, it does not work that way so Kanako breaks sub with EQ as Sakuya Bitters for 17, then Kanako throws a Hurricane and misses as big tony is forced out into Takane. ngl I expected a Spikes click from fifi here, and Kanako or Soga in from big tony since Hurricane was revealed, but it is tough since big tony really has nothing that trades well into Hurricane Kanako (other than Soga). big tony goes to Soga on another Hurricane, taking 35 and getting confused. I think threat of Rumia means big tony can never stay in here, or at least is forced to Electric move, so fifi can probably throw off another attack. However, Kanako is the lynchpin vs Sakuya lategame so it might not be worth risking her HP. fifi opts to go hard Rumia as big tony stays in (???) and clicks Pain Split. Rumia Pursuits into a Colbur Berry for 40, as Soga full-confuses. Rumia is really fat so I don't think she dies to Tbolt, and Pursuit does 80 next turn so kills even if Pain Split was clicked, so Soga is dead regardless (unless pray for para) but getting no chip on Rumia is unfortunate.

Luna comes in and sets up a CM, revealing no removal for big tony (though I feel like fifi's Kanako is likely not Spikes) as fifi switches to Chimata expecting some utility set. fifi hard-switches to Eirin as Luna CMs again. I think this indicates at least that Chimata is not Scarf, as Trick would've been clicked there. Non-scarf Chimata means Iku is likely not Spin + Levitate, maybe DD here? +2 Luna does 27 to Eirin as she eats a Toxic, then crit flinches for 40 on the next Dark Pulse, but Eirin still isn't in range and gets the Recover off. Luna and Eirin trade Recovers on the next turn, then big tony goes Kanako as Eirin SDs (so last is Thousand Arrows). fifi wants to preserve Eirin to eat Yukari Psychics later, so Chimata is brought in on Glare (which covers the likely Kanako and Chimata switchins). SR is set as Chimata MiRs for 46 (Physdef Kanako ig), then Sakuya is brought in on a lucky full para, keeping SR up (big pressure). Bitter Blade is clicked into the incoming Kanako, who is now at 78 from SR + Blade... chip... big tony opts to hard Yukari in to try and trade down, and takes 35 from Hurricane on switchin. Now players are playing a 50/50 game if it is Specs Yukari, but fifi has the cheat code of midground Rumia in here. Instead, she opts to go Eirin, and eats a Dark Pulse for... 21... I assume this Yukari is actually Scarf or something then, because that damage is horrifically low. I now think big tony has no avenues of winning (but it seems there's 19 turns left).

big tony's Kanako comes in on Toxic, which, in hindsight, is pretty obvious, though Thousand Arrows was also pretty risk-free so Sakuya had a hard time coming in. big tony doubles Sakuya on Chimata, as his only hope is somehow slowly chipping Kanako w/ SR. Kanako comes in and takes another round of SR and Bitter, so now maybe 2-3 more entries and she will lose to Sakuya... copium. Luna Child is sac'd, but not before Kanako takes 22 from Moonblast and sets 1 Spikes. Kanako now at 50%, so there is some hope... Yukari comes back in to fish for crit/flinch on Eirin, but fails to do so, and is forced out when Eirin gets a Recover off into Kanako. big tony makes the Sakuya double again on Chimata. At this point, Bitter -> switch -> SD on next entry can finally break Kanako, though the Spike means Rumia / Kaguya outspeed and can probably team up to revenge (or just Rumia, since she's really fat). Instead of going Kanako, fifi just stays in and Volts, as Bitter Blade only does 30 and Sakuya eats Helmet chip in return. fifi has some options, but opts to bring in Iku. Fiery Dance is clicked into Takane switch and gets boost, then Draco finishes Takane. Since Luna is gone, Iku is actually quite annoying here. Yukari is brought in and Chimata is sac'd to bring in Kaguya. big tony goes for the flinch x4 but fails and Yukari dies to Moonblast. Sakuya comes in and SDs as she takes 47 from Mystical Fire, then crits Espeed to do 68 to Kaguya before dying. This is pretty tragic. big tony's last mon is Kanako, who dies to Moonblast.

Without Specs Kanako or prio Steel move from Sakuya, Kaguya always committed war crimes here so I guess this was a forgone conclusion. Unfortunate MU, but I think big tony's team was not that solid. At the end of the day, fifi's build was just solid standard balance, and big tony didn't have proper answers to Kanako or Kaguya. There's probably a list of ~10 mons you need solid gameplans vs. every game, and Kanako / Kaguya are at the top of that list.


Finals


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ChrisPBacon vs fififlutters (replay attached since DH replays dead)
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This review will be hyper terrible to write since I am basically going off of a chat log. fifi has a balance? BO? team with Suwako, Kaguya (SR?), Chimata, Iku (Defog? Spin?), Reisen, and Rumia. Chris has a bulky balance team with Kanako, Kaguya (SR?), Chimata (Defog?), Junko, Clownpiece, and Eirin. For Chris, Defog Chimata is a bit odd as this structure feels like you want Spikes Kanako, though it could be SR Kanako + 3a or Cosmic Power Kaguya which is pretty cheap. Honestly, Chris's team is pretty slow so I could even see Scarf Chimata on this build w/ Spikes Kanako and SR Kaguya. This is a bit not-solid into Sukuna builds (esp. since Kanako looks SpDef), but one can pray she is not loaded (bad after nerf copium). I think CM Junko is a super bot since Eirin usage is high right now (with Toxic), so you really want the immediate power off of SD. I used to think BU was very broken since you can BU out of range of Mokou stuff, and then the meta shifted (CB Youmu popped up, and now Toxic spam) so I think SD is just best now. Soga and Marisa both look pretty annoying for Chris's build here. For fifi, Kaguya mirrors look pretty terrible to play here so I hope there is a secret tech for it. Reisen is probably Specs, as that is her usual set and nothing really needs Psyterrain to be extended. Lower likelihood of scarf, probaby PhysDef helmet like last game w/ Scarf Rumia. Chimata + Suwako slow-pivot into Rumia is classically super evil vs. anything that Rumia Pursuits well. Iku might be 3a Multi again here since Defog Chimata is likely and no one uses DD Iku anymore (though this team is kinda SpA spam so maybe DD is a nice lure). Suwako wants U-turn, STABs, and Toxic, as no Scald means losing to Chimata, and no EQ means losing to Eirin (no Toxic means owned by Kanako). However, fifi's team kinda covers Chimata well and Kaguya does want the 4th slot so I'd assume SR Suwako w/ EQ Tox U-turn and 3a Kaguya, though could easily be SR Kaguya (should be revealed pretty early).

The hazard situation is probably the classic Suwako + Chimata vs Kanako + Chimata situation which I've discussed before. The possibility of Kaguya SR is also high though, which changes the dynamic a bit. Kaguya and Chimata both threaten big damage into eachother, so players will need to decide how much they value hazards in that interaction. Both players' primary breaker (Reisen, Junko) take 1/8 from SR, so its not insignificant but I think fifi cares a bit more since Reisen is hit-and-run while Junko wants to stay in to spam boosted moves. In terms of threats, fifi's Reisen is going to be the main mid-game progressmaker. Kaguya is walled by Eirin, as is Iku unless she is DD, and Rumia can be annoying but risks burn from Clown at all times. Reisen is annoyed by Eirin as well, and Kanako denies free Volt-spam, so fifi will need to get turns right with Reisen to snipe the Kanako with Freezing Glare, or Volt on Eirin (into Rumia?). For Chris, Junko looks very broken if max Speed, as she outspeeds everyone except Rumia and Reisen and easily outtrades the walls. If she gets an SD vs. Chimata or Kaguya, Suwako probably dies before she can Toxic, which is very dire. If Chris can keep Junko healthy, she just auto-wins. Even if not, if Chris can gain hazard pressure, Junko forces in Reisen and Rumia who take hazard chip, and Chris can make pivots out to appropriate answers (kind of). I think this game is pretty favored for Chris, since his breaker is easier to leverage, unless fifi gets the Reisen turns right and blows up the defensive core.

For leads, fifi can lead Suwako and Chris can lead Kaguya to trade SR, which is not terrible, though Chris is favored in this interaction. Instead, fifi can lead Reisen to immediately force a 50/50 from Chris, which is actually quite nice, and worst-case is Kanako lead, which I think forces Chimata in. For Chris, Kanako lead into this seems ideal, as it puts a lot of pressure on fifi to not click Volt. Normally, the payoff for Volt into Kanako is letting Spike up and being forced into Chimata, but if Kanako is in vs Reisen, the payoff for missed Volt is just dying, which is kind of unfortunate. Kanako should also be fine into Suwako lead, and worst-case Kaguya is still tradable. Thus, I expect Kanako lead for Chris and Reisen lead from fifi.

fifi leads Suwako as Chris leads Kanako. This is surprising from fifi as Kanako is the easy default lead from Chris but maybe Kaguya was expected. Chimata comes in as Spikes are set, and Make it Rain does 30 as Kanako throws a Glare. This indicates SpDef Kanako, which is pretty annoying for fifi here. I guess in this interaction, fifi's goal is to chip Kanako to Reisen Freezing Glare range (I will cheat and look into the future to know that this range is ~60% HP) while keeping Spikes off, and Chris is looking to burn Make it Rain pp while maximizing Leftovers recovery. Chris can go Eirin to wall Chimata at any time, or even Junko/Clown after some drops, though he wants to condition fifi to not Volt to maintain momentum. Volt on a Kanako Spikes gives 12.5% recovery, as Chimata probably needs to Defog after, which is disastrous since this is almost half of a +0 MiR and more than half of a -1 MiR. Kanako blanks an EQ as Chimata Defogs, and sets Spikes again as Chimata MiRs for 22. Spikes is clicked again as fifi swaps in Suwako. I can't actually see the mons HP right now, but Kanako should be at 100 - (29 + 22 - 25) = 74% HP... I think... Chris doesn't want to deal with potential Toxic, and doesn't have Wood Hammer on Kanako so he swaps in Kaguya as fifi swaps back to Chimata to scout Wood Hammer. Chris swaps Kanako back in as Chimata Defogs, then sets Spikes as Chimata full-paras. Kanako gets up 2 more layers as Chimata MiRs once and full-paras once, so Kanako only lost ~6% from this interaction, which is very hilarious. Kanako blanks a Glare on Defog, resets Spikes on full para, swaps Kaguya in on Defog, then goes back to Kanako to eat a -1 MiR or Volt as fifi volts, healing up to around 86... Kanako is really evil LOL... fifi brings Suwako in on Spikes, and sets SR on the Kaguya switch so Kanako can't commit war crimes as easily. Kaguya sets SR on Suwako's U-turn into Reisen. I can't see the screen right now, but there should be Spikes x2 + SR, so Reisen just took 29 on the switch, which is not ideal since Reisen is fifi's main midgame breaker.

As mentioned before, fifi needs to get the turns right with Reisen. I initially thought Volt was the safe click this turn to avoid eating a Moonblast on Reisen, as Kaguya will definitely bring her to a range where she cannot switch in to hazards again, and para'd Chimata is not very reliable removal. Given the questionable MU and position (tons of hazards up, para'd Chimata) I think fifi does have to click a high-risk high reward move here, which is fishing w/ Freezing Glare. However, after calcing, I found that Freezing Glare is a 50% roll here for fifi, which actually is very dangerous for Chris. Optimal play might be to click Freezing Glare, and switch to Volt if it looks like Chris is using timer to calc (this is so tryhard LOL I don't even do this in real games). fifi ends up locking Volt as Chris goes Kanako, which is pretty horrific for fifi as now she is forced out. Chris opts to go for a safe EQ in case fifi tries to Volt again on a double to Clown predicting Chimata, but fifi just hard-swaps Chimata in, and gets a Defog as Chris swaps to Eirin (Kanako still at 86 btw). Chris doubles back to Kanako as fifi goes Suwako, and throws up a Spike as Suwako sets SR. Kaguya comes in as Suwako U-turns, and fifi brings Reisen back in. This time, Eirin comes in on the Freezing Glare and takes 16 (broken...). Rumia comes in on Recover, and Eirin reveals Protect to scout Rumia's move as fifi clicks Pursuit. This lets Chris click Pjab, as Pursuit only does 24 and Eirin can Recover-stall this Rumia. Pjab does 28 and gets the lucky Poison, so Rumia is now on a timer. fifi swaps to Suwako on the incoming Protect, and U-turns into Reisen as Chris goes Kanako. Kanako takes only 60 from Freezing Glare, and easily cleans up Reisen with EQ.

At this point, fifi's Rumia is at <50, Chris's Kanako is at ~26, and rest are near full HP. However, I'm not sure how fifi ever breaks here. Kaguya comes out to try to revenge, but Eirin comes in to wall. Kaguya's Moonblast does 12 and Power Gem does 14, while Eirin's Pjab does >50 and is unaffected by Mystical Fire / Moonblast drops. fifi is forced into Suwako after trading Recovers, but Chris gets a lucky Pjab poison that puts Suwako on a timer. Chris Protects once, then brings in Kaguya as fifi U-turns into Kaguya. Chris declines the trade and goes back to Eirin, who easily walls the Kaguya. fifi tries to bring in Rumia, but she dies to the combination of Spikes, Pjab damage, and poison chip, and fifi concedes.

Honestly, this game looked pretty doomed for fifi since the 2 Reisen turns were wrong. I think the full paras with Chimata vs Kanako might've been significant, since 3 turns of full para is about 19% of Leftovers recovery, which is about how much HP Kanako lived with vs Reisen, but expecting 0 turns of full para is always optimistic. Kanako ended up being Rest last, which probably could've come into play later as she can click Rest on Chimata to heal to full. Ultimately, Chris's team was just foolproof against opposing Kaguya or Clown balance structures, and needs some crazy breaking power to beat. As mentioned in the teamdump post, Marisa / Soga are annoying, and Chiyari ended up being pretty strong into it in tests after Kanako was chipped.



I guess this is the last Touhoumons game of the tour, since it was banned in TB (sadly) Everyone else made a meta post, but I'll be honest, I don't have much else to add. This tier was fun, maybe I'll join the next tour w/ Touhou 20 characters. It still feels like a lot of mons will have difficulty finding viability since we have many low-mid speed mons with lopsided defenses, which is generally just hard to make work. It will be interesting to see how the meta shakes up, since the meta has kinda converged into Kaguya / Clown balances with some standard stuff towards the end of the tour.
I might try to rewrite W7 for completeness, who knows. Depends on how much it bothers me that W7 doesn't have reviews.
 

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Congratulations Razachu and co for winningView attachment 814724
#mysticald

ggs to all teams I had a bunch of fun, the formats were all cool but especially fevgc i hope to play it more one day and also have a proper shot at the other ones like mg2 (not mhou after the shitshow i performed) and congrats to the metang on their run!! see you all next year (when 33v will be in the tour surely)
 
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